Melty Blood/Aoko Aozaki/PS2

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Name:   Aozaki Aoko (蒼崎青子)  —  Nicknames:   Miss Blue, Magic Gunner, Witch of Destruction <br\><br\> Voiced by:   Kotono Mitsuishi  —  Type:   Human, Magus  —  Gender:   Female <br\><br\> Birthday:   July 7  —  Sizes:   88 / 56 / 84  —  Height:   160cm  —  Weight:   50kg <br\><br\> Eye Color:   Blue  —  Hair Color:   Brown (Originally) / Red (Dyed)

Introduction

Aozaki Aoko (蒼崎青子) is one of the five sorceresses left in all the world. (Note that there is a large difference between sorceresses and magicians: sorceresses are capable of "miracles" that even magicians cannot pull off). She's the only present user of the 5th Magic (Blue Magic), which presumably can control Time-Space, this is also guessed as the reason of her incredible power and energy control, even though she only has One single magic circuit (sorceresses usually have a lot more) she can control her energy output to the extend that she could destroy an entire city without much effort, this is also the reason behind some of her nicknames, "Magic Gunner" and "Witch of Destruction". She's also the one that gave Shiki Tohno his glasses to prevent his Eyes from seeing the lines of Death.

Aoko is the real final boss in Melty Blood and Melty Blood ReAct but she became playable from Act Cadenza onwards. She's also the original Creator of White Len, which was made by her on a whim from a piece of Tatari in Act Cadenza.

Her playstyle in the game is one of the most dynamic ones since she can do strong zoning and immediately transform into a pressure character going back and forth betwen them. Her C-Moon plays the same as her AC counterpart, but her damage was nerfed, this is also the moon that requires the most execution at high level. Her supposedly strongest modes are Full and Half Moon. Nevertheless C-Moon as some good looking combos, and has the most trickery out of the three.

There's an IRC channel specially focused on Aoko. It's #Mages-Association@irc.mizuumi.net
If you have any question or need some help, you can give us a visit.


Stage: Witch on the Holy Night

Witch on the Holy Night.PNG

BGM: Beat from Melty Blood

Crescent Moon

Normal Moves

Throws

Ground

Aoko puts her arms around her opponent's waist and chucks them like garbage in the direction you're holding.<br\>It's techable but her 2C can track all directional techs in the corner into a combo. Not sure if you can run same OTGs after it as MBAC.


Air

Aoko sends opponent at a downward angle with lazuhz. Can't be teched but you can't get a meaty after it either.


Command Normals

4C[High]

Aoko raises her leg up and swings it down. Hits overhead against grounded opponents. This can only be special or super canceled on hit or block. Produces instant and non ground passable down vs airborne opponents and is essential for her hype moonsault combos. Slower than it used to be in MBAC though .


3C[Mid]

An uppercut. Same move in all styles. This move is great for getting guard breaks(not guard crush.) Dash 3c is great if you call a jump(hold 8) and if they block it cancel into something else.


Normals

Standing

5A[Mid]

Kick to the shin. Despite its appearance, can be guarded high or low.


5B[Mid]

Aoko extends her arm and punches her opponent. Can be guarded high or low. Mainly used in blockstrings and bnbs.


5C[Mid]

A powerful high kick upward. Same as in all Styles. Commonly used in bread 'n' butters for optimal damage. Is somewhat limited outside of BnBs but can still be used to some extent in guard strings at a very close range (e.g. 5C>22A or 63214B or delay 623A)


BE5C[Mid]

Same attack animation as uncharged 5C but is held longer and releases a beam on full charge. Aoko kicks an energy beam diagonally skyward that extends "infinitely" and will strike targets off screen. From a distance BE5C is effective for striking anticipated high jumps, double jumps and aerial specials. A 1Hit BE5C is commonly used in advanced juggle combos (e.g. after j214C or CH anti-air orb) and it will induce a long air untechable state if landed properly (i.e. Hit up close with the leg rather than the beams). A half-charged BE5C (5{C}) point blank can create the illusion of an overhead attempt. It's not uncommon to see someone prepare to high guard a 5{C} out of anticipation of an overhead only to get struck low early with a chained low attack (*see 2B description*)


Crouching

2A[Mid]

A short-ranged, ducking elbow. Same animation as MBAC and H-Aoko. Although it's high or low guardable this is Aoko's fastest poke available and chains into itself making it ideal for starting combos, poking out or reapplying pressure in a string.


2B[Low]

(Weird) Squatting kick. Aoko crouches and juts one leg forward. At 7f startup, this is Aoko's fastest natural low attack that must be guarded low. The range on the attack is also worth noting as it strings into 2C fairly easy (not from a tip hit though) while at closer ranges will string into a 5B allowing Aoko to tack on a bit more damage. 2B is commonly used when trying to open up the opponents guard after feigning a high attack (e.g. 5{C}>2B or IAD>whiff jumping attack>land>2B)


2C[Low]

A turning, low sweep kick that must be guarded low. Common among all three Styles. Has about the same range as 2B but Aoko will travel forward as she turns giving it significant range in comparison. It also has cancelable frames late in the animation making it easy to confirm a hit or guard and determine your next action. 2C>4C is occasionally used to force the opponent to adjust their guard accordingly as the 4C strikes high.


Jumping

J.A[Mid]

Short-ranged punch, same as MBAC. Fastest aerial attack and is commonly used to tack on extra damage during aerial combos. Aoko can no longer air backdash from a whiffed JA and now must use a double jump then air backdash as with everyone else. Special moves as well can no longer be executed from a whiffed JA and the attack must fully recover before being able to do so.


J.B[High]

Aoko kicks in front of her. Useful in BnBs and in pressure.


J.C[High]

Aoko thrusts her foot down at a slight angle downwards. Has extremely poor horizontal reach and too much pushback to do an air orb after it on block. This can be charged. This move is useful in BnBs and in pressure.


BEJ.C[Mid, Unless hit with the foot it's High]

After a period of time, Aoko shoots a beam out of her foot that pushes her up in the air a bit. You can do IAD j{C} which will whiff and go into throw. This move is part of her hype moonsault combos and if you do it at the right height you can hit low to the ground with BEJC jA jB. People will often block low after the jA and get hit by the jB.

Special Moves

236A / B / C - Blowning Starmine(?) - [wind][Mid]

Aoko points and shoots [a] laser(s)

A - Aoko shoots a quick beam out of her hand. This move got buffed since MBAC as you can't hit the beam and Aoko now. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.

B - Aoko chills for a bit before shooting a large laser that is fullscreen. This move doesn't have pushback anymore and it's +15 on block. Outside of the moonsault combo, I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options.

BEB - Aoko spends some quality time(93 frames) charging before she fires a full screen laser that is unblockable. TBold texthis isn't that great since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.

BEB>236A>236A - A few more lasers come out. Always do this if you do BE236B as it adds on some damage and looks cool(that's the important part )

C- EX version. Aoko opens a portal and a lot of small lasers fire out of it. You can do this after Aoko123 as a round ender.

BEC - Charged EX version. After Aoko opens up the portal, you can move around with her making this a ghetto version of blue fire. You can get the time to set this up after Aoko123 slider.


J236A / B / C - Raining Starmine - [rain][Mid]

Aoko rains lasers on her opponents from the air.

A - A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.

B - This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

C - EX version. You can cancel into this after a J236B if that hits to get some more damage. A lot of players will autopilot antiairs when their character has a godlike one(like Kouma.) Keep them in check with j236B > j236C.


22A / B / C - Blazing Starmine - [fire][Mid]

Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground.

A - The laser comes out of the ground directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's RPS after it unless you cancel into a super. 3C beats jump, 2A 2C beats blocking and certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.

B - The laser comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same option.

C - Aoko shoots 5 beams. This move has only very limited uses. It's main use is for beating superarmor(use on Kouma 22C for example.) You can also use it after a BE5C used as an antiair if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.


214A / B / C - [Floating Starmine] (can be performed in air)[Mid]

Aoko sets up an orb. After a short period of time the orb vanishes.

A or B - After a short period of time an orb forms and the longer you hold whichever button you pressed to form it, it will travel further across the screen. There is no difference between an A and a B orb besides that you can't have two ground A orbs or 2 ground B orbs on the screen and you can have a ground A and a ground B orb on the screen.

C - EX version. This can also travel across the screen if you hold C. This lasts a lot less time then A or B orbs do. Ground EX orb is mainly used when you're in heat/max and you want a bit of extra safety.

A or B (in air) - Same as ground version except you can't hold A or B to make them travel across the screen. Useful in pressure if you can get your opponent to respect you as you get a lot of +frames.

BEA or BEB (in air) - There is no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

C (in air) - EX version. You can combo into this which leads to better oki. You can also do it after a j236B if you get rushed and you want to stay safe.


421A / B / C - Exploding Starmine [Explosion][Mid]

A or B - Aoko creates a held orb which goes a different distance in front of her depending on which version you use. After the orb is created you can hold either A, B, or C for the orb to stay there. It slowly moves down on the screen over time. You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals. This move is great for getting CHs and zoning in general and it's also good in pressure. Having one or two of these out in neutral makes life a LOT easier in most matchups. A few warnings about this move - If you're holding A you can't throw or airthrow. If you're holding B you can't dodge. If you're holding C if you input 236B you're forced to do BE236B. A version sends an orb kind of close to her on the ground, B version sends an orb ~1/2 screen away from her and C version sends an orb ~full screen distance from her. The A version can be used in pressure if you get respected because an immediate pop gives +8. Held orbs give you nice oki.

A or B then 8 - This sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.

C - Control Starmine - Wacky controlled version. If your opponent gets hit they can't tech until they hit the ground(acts like other EX orbs.)


63214A / B / C - Blowning Starbow [mirror][Mid]

Aoko forms a magic circle in front of her.

A - The circle forms very quickly and only hits once. This move should only be used to reflect projectiles because her other specials are better for everything else.

B - The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

C - EX Version. This is a safer version of B mirror but at the cost of 100 meter. It's ok to use in Crescent since you have more meter. +20 on block. You can use it after 22a/b to continue pressure

Mirror also reflects projectiles. I'm going to assume for the moment that Ecole designed certain projectiles to be reflectable and others not to, since anything else doesn't make sense, and just copy pasted Press' list of projectiles F-Len can reflect here.

All of Ciel's black keys including ex versions and the charged version All of Hisui's stuffu F-WLen's 236 series, including ex version F-Warachia's 236 series, including air and ex versions H-Aoko's 214 series, including ex version F-Aoko's 236 series, including ex version C-Nero's 236 and 623 series, not including ex versions H-Nero's 236, series not including ex versions F-Nero's 236, series not including ex versions F-Mech Hisui's 214 series, including ex versions. Her 236C also get's reflected (Dunno why, but it just looks so funny whenever I see that get reflected) H-Mech Hisui's 236 series, including ex version F-Len's 236 series, including ex version Kohaku's 2222c in F and C mode Kohaku's 22222c in F and C mode (My god so many 2's) All of Warc's blood rings, including air and ex version. Warning - There is not enough time to do mirror against Geass Ring after the EX flash.


623A / B / C - Keri tobasu wa yo~ [Wheelkick] (can unfortunately be performed in air)

Aoko flies at her opponent with a sexy wheelkick.

A[Mid~High] - A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair and its good to beat mashing. It's not invincible at startup but it's GREAT for antiairing if you use it properly as the first hit often clashes and then the second hit hits giving you a nice air CH. Caution: -8 on block.

B[High] - B version of the wheelkick. This has some startup time(you can get mashed out of it) and hits overhead. It's +6 on block and goes across ~1/2 the stage. This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block. It also punishes backdashes.

C[Mid] - EX wheelkick. This moves main purpose is as a reversal. If it doesn't get blocked or your opponent crouch blocks it, Aoko moves across ~1/2 the screen. -10 on block though so you better guess right when you use it.

A (in air)[Mid] This generally has no use, but there are some spots where it can be used. Such as extra aerial movement or a sudden attack to surprise the opponent also after a blocked IAD J.B it can be used to lock down since you have + on block so you can continue pressure.

B (in air)[High] - Har, har- let's make THIS an overhead. Maybe the opponent will blink and keep their eyes closed for two whole seconds and get hit by it...maybe. Horrible, just horrible. I tried experimenting with it in jumping strings (e.g. iad jb>dj>airdash>jc>j623b) and it's just way too slow. I'm sure that even someone who has never touched a fighter in their life could react to this the first time seeing it.

C (in air)[Mid] - C =\= ex version surprisingly in this case. Instead, this version travels further and hits on the ascent as well as when falling (similar to ground 623A). Too bad the move is still USELESSSSS. Like the A version of this garbage move, it's also NOT an overhead (woopdee-freakin-doo). Tried experimenting with this move too by tk'ing the command and with the new (really old) buffer window it was kinda hard to even pull off from the beginning. And when I did manage to pull it off it would either hit twice (making it useless for CH anti-air unlike ground 623a) or it would leave me too far out to follow up with a combo had I landed 1hit on the ascent. Maybe 623C does more damage for a combo/round ender or something- I don't know, I don't care...This is a shitty move and only hurts Aoko players that use airdashing Rain for pressure and pegging from above (which is like just about every Aoko player ever).


Aoko123 Set - Note: you cannot cancel any of these into normals.

6A[Mid] - One -

Aoko punches with magical energy. This can now be special and super canceled. Mainly used in some of her combos though you can use it in blockstrings.

BE6A[High] - BE ONE

Overhead version. Unfortunately, this is a rather slow overhead so people with good reaction time will never fail to block this high .

6A>B[Mid] - Two

Aoko punches with her other fist with more magical energy. This can also be canceled into specials and supers.

6A>B>C[Mid] - Three

Aoko delivers another magical punch with her initial fist. This cannot be canceled into anything other then the low and mid deviants.

Aoko123>236C[Low] - Low Deviant [Slider]

Aoko slides along the ground. This causes untechable knockdown on hit. Extremely unsafe on block so don't do it unless you're willing to get raped for it.

Aoko123>214C[Mid] - Mid Deviant

Aoko does a wheelkick that you can airdash after its blocked or it hits. Mainly useful for loops(Aoko123 input 214C pop orb) but if your opponent respects it you can go into this for pressure.


22D (150% Magic Circuit) - Repeat Magic/Loyalty Magic [Babylon Projection][Mid]

Copies the last special you did. AD/AAD will only have first beam copied. If BE236B it is copied.<br\>Only really useful if you copy 236C or BE236C to give you an opportunity to apply pressure and even then it comes at steep 150% circuit cost.


Arc Drives

(Max or Heat Mode) 41236C - Severe Break[Mid]

Aoko gets massive invincibility frames and shoots two enormous lasers. You can combo into this after Aoko123 slider though you can no longer combo after the arc drive.<br\>You can also use this to punish things full screen like Ciel throwing knives on reaction.

(Blood Heat Mode) 41236C - Severe Break Slider[Mid]

Aoko jumps into the air after the first two enormous lasers and shoots another one. Same uses as normal AD and gives more damage.

Last Arc

(Blood Heat Mode) Ground Ex Shield

Combos and Strategies

Overall Strategy

“He who can modify his tactics in relation to his opponent and thereby succeed in winning, maybe called a heaven born captain.” – Sun Tzu As mentioned in the introduction C-Aoko is the trickiest of her other counterparts, as can be said for utilizing her. C-Aoko’s playstyle can only be classified as slow pressure. Her normals lack the robustness to be a true pressure dominating so she must be applied in a different fashion. Using her orbs to obstruct, route, and trap the enemy into a that is of course beneficial to her. Unfortunately her risk/reward factor is quite unbalanced, utilizing high execution for a severely low damage cap for the hypest combos ever beheld.

“Hold out baits to entice the enemy, feign disorder, and crush him.” –Sun Tzu

In order to make this character truly shine one must continually out think and out maneuver their opponent. Learning to anticipate and think using her orbs to cut off the opponents options and to react accordingly. This is the basis of her strategy understanding the proper balance between shifting from zoning to pressure and vice versa.

Mixups

For mixups this is where execution comes into serious play, all the mechanics of her mixups revolve around using held orbs to seal up frame gaps, pin down opponents, or add extra block stun for more potential of tripping up the opponent. Though they were added with a new feature from MBAC which is the ability to place orbs at jump height with 421~8 A/B this increases possibilities so creativity isn’t frowned upon.

Aerial Strategy

Ms.Blue has at her disposal 3 jumps and 2 airdashes a long with a great air dodge to grant a few more options and possibilities. This can of course be utilized effectively in her runaway and pressure game using her movement to delay your landing or bait out an opponent’s reactions to possibly catch them with J236A/B fishing for CHs(counterhits). Also she has another trick which is airdash momentum cancel, how it’s done is by airdashing then as soon as you airdash quickly cancel into J214 A/B. The result will be that Aoko will catapult across the screen after setting an orb. This is a good tool to use in her runaway strategy. This a staple and one of the most important factors of controlling and mastering this character.

Neutral Strategy

“If you know the enemy and yourself, your victory will not stand in doubt, if you know heaven and know earth, you may make your victory complete.” –Sun Tzu

This is the second most favorable position for Aoko, seeing as this can be the most annoying for an opponent. This is where some orb patterns come into play making it difficult for the opponent, they have to be a little more careful in this position. This is where you can essentially turn the tide of battle if you focus.

Zoning Strategy

This is the usually take that you’ll go toward at the start of the battle, setting orbs and using 236A/B/BE236B to poke and force the opponent into unfavorable positions. This is also where your more intricate orb patterns will come into play. Your possibilities are virtually unlimited with a well conjured pattern and leveled head. Also another fun fact about this range 63214A/B/C can reflect back multiple and numerous of the cast’s projectiles . When zoning the ball is usually in your court use your allotted time wisely.

Defensive Strategy

In defense situations she holds but a few options at her disposal which are 623C (EX Wheel Kick), a great backdash, and in some extreme cases you can use 214A/B/C to catch the opponent even if they hit you out of the starting animation the orb will still be summoned. Of course you can also use her 41236C (Arc Drive) to get out of some situations when you have max and last is the 214D (Shield Bunker), both of these knock the enemy across the screen with a teachable wall bounce and give you time to setup for the opponent’s next approach.

Combos

BNBs

2A>2B>2C>5C>3C>J.C>J.B>DJ.B >DJ.C >AD.B > TJ.B > TJ.C > Airthrow

2A > 2B > 2C > 5C > 3C > J.B > J.C > DJ.B > DJ.C > AD.B >TJ.B > TJ.C > Airthrow

2A > 2B > 2C > 5C > 3C >J.B > J.C > DJ. A > DJ.B > DJ.C > TJ.A > TJ.B > TJ.C > Airthrow

Aerial Counter Hit Combos

Note: Instead of 3C, 5C can be used in its stead to increase the damage.

ACH > 2A > 3C > J.B > J.C > DJ.B > DJ.C > AD.B > TJ.B > TJ.C > Airthrow

ACH > 2A > 3C > J.B > J.C > DJ.A > DJ.B > DJ.C > TJ.A > TJ.B > TJ.C > Airthrow

Rising Moon Combos

Note: These are just basic Rising Moon combos, they can be fit in many different places after 214C or 421C the possibilities are numerous be creative

ACH 421A or 214A/B > BE5C > 4C > 623B > 236A/B/C > DJ.8 > BEJC > DJ.A > DJ.B > TJ.A > TJ.B > TJ.C > Airthrow

ACH 421A or 214A/B > BE5C > 4C > 623B > 236A/B/C > DJ.8 > BEJC (Deep) > DJ.A > DJ.B > 3C > J.B > J.C > DJ.A > DJ.B > DJ.C > TJ.A > TJ.B > TJ.C > Airthrow

3C(Counter Hit) > 5A/2A (Whiff ) > 4C > Rising Moon/Unblockable/BE236C

421Orb Out

Note: These can be done on crouchers as well the 236A/B/C follow up has to be delayed slightly after wheel kick.These combos are to be done in the corner

6AB > 623B (Burst) > 236A/B/C > DJ.8 > BEJC > DJ.B > DJ.C > TJ.A > TJ.B > TJ.C > Airthrow

6AB > 623B (Burst) > 236A/B/C > DJ.8 > BEJC > J2369B > 2147C > 2C > 421A

6AB > 623B (Burst) > 236A/B/C > DJ.9 > (Deep) BEJC > Land > 3C > J.B > J.C > DJ.A > DJ.B > DJ.C > TJ.A > TJ.B > TJ.C > Air Throw

Aoko123

2A > 2B > 6ABC > 236C

2A > 2B > 6ABC > 214C

2A > 2B > 6ABC > 236C > 623A/C

Orb Loop

Note: After 214C you’re in the air so you can J.B after 214C hit.

6ABC > Burst > 214C ~B > 2A > 6ABC > 236C

Unblockable Sets and BE236C Sets

Note: "Safe Midscreen sets, they can be used in corner but you run the risk of eating wake up EXs. You can also run Rising moon combos for damage options be warned throws will severely kill damage."

ACH/421C/214C/ > BE5C > 4C > (Delay) BE236B

ACH/421C/214C > BE5C > 4C > (Delay)BE236C

6ABC > 236C > 623A > Opp Forward Techs > 2A (Whiff) > 2C > 3C > 214C > 4C > (Delay ) BE236B

Pre Set Proxy or Held orb > Throw > SJ/ Burst > 214C > Land > 4C > BE236B

Pre Set Proxy or Held orb > Throw > SJ/ Burst > 214C > Land > 4C > BE236C

421C Combos

Note: Numbers in parentheses is the orb path.

6ABC (6) > 236C (2>6) > 623A (6>8>8) > Burst > 4C > Rising Moon Combo/Unblock/BE236C

4C(4)> 623A(6) > Burst > 4C > Rising Moon Combo/ Unblock / BE236C


Half Moon

Throws

Ground

Aoko puts her arms around her opponent's waist and chucks them like garbage in the direction you're holding.<br\>It's techable but her 2C can track all directional techs in the corner into a combo. 
  • If they don't tech you can do (OTG) 2C>2A>2A>2A>3C>5A>6A>5B>IAD back to cover teching out of the corner and IAD forward to cover teching into the corner. Note - That OTG is not universal. The 5a will whiff on Warc and possibly others.
  • If you think they are going to respect 2C you can set up a held orb or go for a crossup.

You can also IAD after a corner throw if you think they are going to respect 2C. IADing immediately after a corner throw up until a certain point in time will cause Aoko to not cross up her opponent. Beyond that point in time, if you IAD Aoko will cross up her opponent. I'll update with a complete list of weird characters but for now all I know is Tohno and Warc. It's not possible to stay on the side you start on against Warc and against Tohno you have to really delay your IAD.

  • Midscreen you can also Techpunish back and neutral tech with 214B > 241C > 3C > aerial

Air

Aoko sends opponent at a downward angle with a laser.  Can't be teched.
Midscreen
Dash in > 3C
  • 3C lands: > Aerial
  • 3C blocked: > Blockstring or 2A rebeat for quick recover.

This will prevent them from (and fear trying) jumping out.

Into corner
You can do 214A/B > 214C
  • Blocked: 214C will give you a lot of blockstun, you can dash in and continue with some blockstring for pressure.
  • Landed (rarely): Dash in > 3C > Aerial
Can also do 22B
  • Blocked: 214C into blockstring
  • Landed(CH): > Aerial


Normal Moves

5A <br\> Kick to the shin. Despite its appearance, can be guarded high or low. Because Aoko123 (C-Moon) is not present for this style, it is easy to strike with a "sliding" 5A while holding dash momentum (e.g. 66A or 6A+B>5A).

5B <br\> A stepping hook punch that advances forward. Effective in rebeat strings to close in maintain pressure as opposed to C-Aoko's 5B which will often push the opponent out in strings.

5C <br\> A powerful high kick upward. Same as in all Styles. Commonly used in bread 'n' butters for optimal damage. Is somewhat limited outside of BnBs but can still be used to some extent in guard strings at a very close range (e.g. 5C>22A or 63214B or delay 623A)

5[C] <br\> Same attack animation as uncharged 5C but is held longer and releases a beam on full charge. Aoko kicks an energy beam diagonally skyward that extends "infinitely" and will strike targets off screen. From a distance BE5C is effective for striking anticipated high jumps, double jumps and aerial specials. A 1Hit BE5C is commonly used in advanced juggle combos (e.g. after j214C or CH anti-air orb) and it will induce a long air untechable state if landed properly (i.e. Hit up close with the leg rather than the beams). A half-charged BE5C (5{C}) point blank can create the illusion of an overhead attempt. It's not uncommon to see someone prepare to high guard a 5{C} out of anticipation of an overhead only to get struck low early with a chained low attack (*see 2B description*)

2A <br\> A short-ranged, ducking elbow. Same animation as MBAC and C-Aoko. Although it's high or low guardable this is Aoko's fastest poke available and chains into itself making it ideal for starting combos, poking out or reapplying pressure in a string.

2B <br\> (Weird) Squatting kick. Aoko crouches and juts one leg forward. At 7f startup, this is Aoko's fastest natural low attack that must be guarded low. The range on the attack is also worth noting as it strings into 2C fairly easy (not from a tip hit though) while at closer ranges will string into a 5B allowing Aoko to tack on a bit more damage. 2B is commonly used when trying to open up the opponents guard after feigning a high attack (e.g. 5{C}>2B or IAD>whiff jumping attack>land>2B)

2C <br\> A turning, low sweep kick that must be guarded low. Common among all three Styles. Has about the same range as 2B but Aoko will travel forward as she turns giving it significant range in comparison. It also has cancelable frames late in the animation making it easy to confirm a hit or guard and determine your next action. 2C>4C is occasionally used to force the opponent to adjust their guard accordingly as the 4C strikes high.

JA <br\> Short-ranged punch, same as MBAC. Fastest aerial attack and is commonly used to tack on extra damage during aerial combos. Aoko can no longer air backdash from a whiffed JA and now must use a double jump then air backdash as with everyone else. Special moves as well can no longer be executed from a whiffed JA and the attack must fully recover before being able to do so.

JB <br\> Downward angled kick. This is basically a sprite rip of Aoko's Wheelkick (623). It's nice having a simpler input for fuzzy guard than Crescent Aoko but it's harder to do what you used to be able to do with JB. New JB has more startup so it's not as easy to do JAxN JB land 3C for guard break.

JC <br\> Another... downward angled kick. This seems to be a mirrored version of her JB, except this one has more startup, so it's usually JB the one that gets you those Counter hits. Fuzzy guard strings seem impossible to achieve w/ this attack. JC is common in her airstrings and ESPECIALLY for ending her aircombos with J214C. Both JB and JC prove to be effective in IAD pressure and fishing for hits when hovering above the opponent.


Command Normals

5A>6A <br\> Aoko performs 5A then a side kick (F-Aoko's 5B). Can chain into specials on hit/guard and can also be chained from. Chain into 2A (5A>6A>2A) will ensue a reverse beat penalty but you regain access to 5A allowing a chain back into 6A (5A>6A>2A>5A>6A etc.) <br\><br\> 5A>6A moves Aoko slightly forward and when combined with 5B one can close in ufrom push back and continue pressure. 5A>6A can also be canceled extremely late in the attack animation making it effective for some serious staggering strings and hig/low fake-outs such as: 5A>6A>4[C] OR 5A>6A>delay 2B>2C. This is somewhat reminiscent of Aokos 5B>4C / 5B>delay 2B string from MBAC; when coupled with a held orb it made way for some interesting psyche-outs.

5A>6A>6A <br\> Shin kick, side kick, crazy Hwoarang-side-split-kick. This is the last part of the Kakoto kick sequence. The 3rd kick launches on hit and produces a fair amount of untechable time and because you can cancel very late after the second hit of 5A>6A, you can stagger into the third hit of the sequence to force someone to respect. On some characters you can 421A after this on block and get CH for free if they 2A or a non-CH combo(421A hits with CPU set to Recover A but orb doesn't get CH) or stagger 22A to beat both mash and jump.

4C <br\> Much faster startup than Crescent Moon but is no longer an overhead hit. This can only be canceled into specials or supers on hit or guard. Produces instant and non ground passable down vs airborne opponents. This is mainly used at the end of combos to set up 421A. Similar to 5A>6A>6A you can 421A after this move if you think they are going to 2A to get CH from orb on some characters and non CH orb hit on others.

4[C] <br\> Aoko lifts her leg above her head and holds it there for a short period of time before swinging it down with a nice flash effective above her head. This hits overhead after the flash. This also can only be canceled into specials and supers on hit or guard. It also gives instant and non ground passable down vs airborne opponents though there is no point in charging it against airborne opponents anymore.

3C <br\> An uppercut. Same move in all styles. Is Air unblockable. This move is great for getting guard breaks (not guard crush.) Dash 3c is great if you call a jump and if they block it cancel into something else.


Special Moves

214A/B/C <br\> Magic Draw - [violent wind] - Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time.

A: This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -3 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away.
B: This version of the move travels faster than the A version. This is mainly used to peg opponents who want to sit full screen away from you and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block.
C: EX version. This causes circuit break on hit and it's +14 on block. This move is great because if you combo into it you take away all wakeup options your opponent has that require meter and it's great on block too since it's so safe.


236A/B/C <br\> Blowning Starmine(?) - [wind] - Aoko points and shoots [a] laser(s)

A: Aoko shoots a quick beam out of her hand. This move got buffed since MBAC as you can't hit the beam and Aoko now. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.
B: Aoko chills for a bit before shooting a large laser that is fullscreen. This move doesn't have pushback anymore and it's +15 on block. It takes awhile to do though so I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options.
[B]: Aoko spends some quality time(93 frames) charging before she fires a full screen laser that is unblockable. This isn't that great since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.
(During [B] laser)> 236A > 236A: A few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part)
C: EX lasers. Aoko opens a portal and a lot of small lasers fire out of it. Not sure if there is a practical combo that includes this move and unfortunately Aoko doesn't get BE236C in Half Moon.

J236A/B/C <br\> Raining Starmine - [rain] - Aoko rains lasers on her opponents from the air.

A: A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.
B: This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.
C: EX version. You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage. You can also use it in fuzzy guard after double jump jB to do ~2k unreduced to finish off someone with low health. Overall not that great but it has that situational usage.

22A/B/C<br\> Blazing Starmine - [fire] - Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground.

A: The laser comes out of the ground directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's RPS after it unless you cancel into a super. 3C beats jump, 2A 2C beats blocking and certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.
B: The laser comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same option.
C: Aoko shoots 5 beams. This move has only very limited uses. It's main use is for beating superarmor(use on Kouma 22C for example.) You can also use it after a BE5C used as an antiair if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.

J214A/B/C<br\> Floating Starmine - [floating] - Aoko sets up an orb. After a short period of time the orb vanishes.

A or B: Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. There is no difference between an A orb and a B orb besides the fact that you can't have 2 A orbs or 2 B orbs but you can have one of each. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.

[A] or [B]: There is no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

C: Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it. You can also use it after J236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you. The other great use for it is at the end of an air combo so that you can set up a held orb for oki.

421A/B/C<br\> Exploding Starmine [explosion] - Aoko creates a held orb which goes a different distance in front of her depending on which version you use. After the orb is created you can hold either A, B, or C for the orb to stay there. It slowly moves down on the screen over time. You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals. This move is great for getting CHs and zoning in general and it's also good in pressure. Having one or two of these out in neutral makes life a LOT easier in most matchups.

A: A version sends an orb kind of close to her on the ground. Can be used in pressure if you get respected because an immediate pop gives +8 and if you want oki instead of damage you can end a combo in 2C>421A or 2C>4C>421A (don't use this deep in corner because the 4C will make you advance and the orb will pop off screen).
B: B version sends an orb ~1/2 screen away from her.
C: C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.
A/B/C > 8: This sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.
A few warnings about this move
  • If you're holding A you can't throw or airthrow.
  • If you're holding B you can't dodge.
  • If you're holding C if you input 236B you're forced to do 236[B].

63214A/B/C <br\> Blowning Starbow [mirror] - Aoko forms a magic circle in front of her.

A: The circle forms very quickly and only hits once. This move should only be used to reflect projectiles because her other specials are better for everything else.
B: The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.
C: EX Version. This is a safer version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.

623A/B/C <br\> Keri tobasu wa yo~ [Wheelkick] (can unfortunately be performed in air) - Aoko flies at her opponent with a sexy wheelkick.

A: A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair and its good to beat mashing. It's not invincible at startup but it's GREAT for antiairing if you use it properly as the first hit often clashes and then the second hit hits giving you a nice air CH. Caution: -8 on block.
B: B version of the wheelkick. This has some startup time(you can get mashed ot of it) and hits overhead. It's +6 on block and goes across ~1/2 the stage. This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block. It also punishes backdashes.
C: EX wheelkick. You can use this move as a reversal. It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring. This does decent damage and takes Aoko across half the screen(unless your opponent blocks it standing) very fast. It's -10 on block so you better be prepared for some pain if your opponent baited you.<br\><br\>
J623A: No idea what the hell this is used for. It's slow as fuck but somehow is NOT an overhead AND it hits only on the way down.
J623B: Har, har- let's make THIS an overhead. Maybe the opponent will blink and keep their eyes closed for two whole seconds and get hit by it...maybe. Horrible, just horrible. I tried experimenting with it in jumping strings (e.g. iad jb>dj>airdash>jc>j623b) and it's just way too slow. I'm sure that even someone who has never touched a fighter in their life could react to this the first time seeing it.
J623C: C =\= ex version surprisingly in this case. Instead, this version travels further and hits on the ascent as well as when falling (similar to ground 623A). Too bad the move is still USELESS. Like the A version of this garbage move, it's also NOT an overhead (woopdee-freakin-doo). This is a shitty move and only hurts Aoko players that use airdashing Rain for pressure and pegging from above (which is like just about every Aoko player ever).


Arc Drive / (Heat Mode) 41236C <br\> Severe Break - It's primary use is to punish full screen. You can blast Ciel for throwing black keys on reaction with this. Can also be used after 214C for a little more damage.


Combos and Strategies

Notes:

  • Combos were performed on Akiha, which is the character with the best defense in the whole game, meaning damage can actually be (a lot) more on other characters. Damage is showed with every hit reducde and unreduced.
  • You can begin any BnB with j.C/j.B and/or use 2B > 5B as combo starter instead of 2AA, for a little more damage.
  • For H-Moon's "123" (5A>6AA), you can also just do 6AAA. Works the same.
  • You can Skip the 5A>6AA part whenever you want. It's optional for more damage, and sometimes you will be forced to skip it because of distance.

BnBs

2AA > 5B > 5A > 6AA > 2C > 5C > 3C > j.BC > dj.ABC > Airthrow

  • Unreduced: 4243  —  Reduced: 3061
  • H-Moon Default BnB.
  • Final dj.ABC, last C might whiff if you're too low, you can just go for dj.BC > Air throw.


2AA > 5B > 5A > 6AA > IAD > deep j.B > 2C > 5A(whiff) > 6AA > 5[C] > 2A(whiff) > j.ABC > dj.BC > Air Throw

  • Unreduced: 4405  —  Reduced: 3163
  • Only works on some characters


2AA > 5B > 5A > 6AA > 2AC > 5A(whiff) > 6A6A > BE5C > 3C > j.C > sj.ABC > Air Throw

  • Unreduced: 4343  —  Reduced: 3123


2AA > 5B > 5A > 6AA > 2A2C > 5A(whiff) > 2AC > 5C > 3C > Aerial

  • Unreduced:   —  Reduced:
  • Only works on some characters


2AA > 5B > 5A > 6AA > 2C > 5C > 3C> j.BC > dj.9C > j.214C >

+ land 2C > 421A (basic combo to set up 421A orb in corner)
  • Unreduced: 3992  —  Reduced: 2880
  • This can lead to a Fuzzy guard in Corner.
  • Oki reset. Good for pressure.<br\><br\>
+ 5[C](1hit) > 2C > 22A > j.ABC > dj.BC > Air Throw
  • Unreduced: 4732   —  Reduced: 3394
  • Good damage, but difficult to execute. Tip: You can skip the 5[C] and just go for 2C > 22A.
  • If you think/feel 2C won't hit after 5[C], you can just go for j.ABC > dj.BC > Air Throw, after 5[C].

4C/[C] > 214A > 214C > 3C > j.BC > j.BC > Air throw

  • Unreduced: 3675  —  Reduced: 2651
  • Midscreen

4C/[C] > 214C > 3C > j.BC > j.BC > Air throw

  • Unreduced: 3794  —  Reduced: 2723
  • Corner -not point blank-


- Situational Combos -

Fuzzy Guard

When Aoko has a held orb close to the ground, you can go for fuzzy guard. The idea behind the mixup is that your opponent has to guess whether or not to block high or low without being able to react. IAD j.C is blocked high and then you either double jump j.B(high) or land 2B(low). Generally speaking, bad people don't know about fuzzy guard and will block low more often than not and good people often block high initially because they recognize the setup. To do the 2b>5b>5c combos you have to do IAD j.B. You can also fuzzy with IAD j.B > land > j.B. The reason you have to do IAD j.B is because j.C has too much pushback and the 5b won't combo after 2b.


Mid/Fullscreen

In order to setup the mid and full version of Fuzzy guard, you need to either crossup land after a j.214C, or do something like 2AA > 5B > 5A > 6AA > 2C > 421B, last one being the ideal because it's meterless. Also note that IAD j.C might result in Aoko crossing up instead of landing j.C so try to delay it a little. That said, here are the options:

  • High hit

IAD j.C(blocked) > dj.9B > Pop orb > land 2B > 5B > 5A > 6AA > 2C > 5C >

+ 3C > j.BC > dj.ABC > Air Throw
  • Unreduced: 4960  —  Reduced: 3547
  • Last dj.ABC > AT can be replaced by j.C > j.214C > land 2C > 421A/B for oki reset

+ 4C > 623A > Kicking Ass!* >

+ Neutral/Back techpunish
  • Unreduced: 7416  —  Reduced: 5456

+ Forward techpunish
  • Unreduced: 7513  —  Reduced: 5535

+ Non-Tech
  • Unreduced: 5086  —  Reduced: 3761
*Kicking Ass! is explained here below, scroll down.
*You need to have reached the corner by the time you do 623A.


  • Low hit

IAD j.C(blocked) > 2B > Pop orb > dash in 5B > 5A > 6AA > 2C > 5C >

+ 3C > j.BC > dj.ABC > Air Throw
  • Unreduced: 4029  —  Reduced: 2969

+ 4C > 623A > Kicking Ass!* >

+ Neutral/Back techpunish
  • Unreduced:   —  Reduced:

+ Forward techpunish
  • Unreduced:   —  Reduced:

+ Non-Tech
  • Unreduced:   —  Reduced:


Corner

This Fuzzy is the most common one and usually Air ExOrb (j.214C) leads to this.
On a Side note, you might find easier to do dj.8B (vertical double jump B) for fuzzy in the corner, even though some characters need you to do dj.9B, the vertical form feels the easier way.

  • High hit

IAD j.C(blocked) > dj.B > Pop orb > ad j.C > land 2B > 5B > 5A > 6AA > 2C > 5C >

OR

IAD j.B(blocked) > land > j.B(instant overhead) > Pop orb > ad j.C > land 2B > 5B > 5A > 6AA > 2C > 5C >

OR

IAD j.c(blocked) > IAD j.c(hit) > 2B > 5BC > 214A > Pop orb > Dash in 2B > 5B > 5A > 6AA > 2C > 5C >
This last one isn't really fuzzy guard but a simpler mixup in case you have trouble doing fuzzy against some characters -Also showed in the video-.

+ 3C > j.BC > dj.ABC > Air Throw
  • Unreduced:   —  Reduced:

+ 4C > 421A
  • Unreduced:   —  Reduced:
  • Oki/Orb Reset

+ 4C > 623A > Kicking Ass!* >

+ Neutral/Back techpunish
  • Unreduced:   —  Reduced:

+ Forward techpunish
  • Unreduced:   —  Reduced:

+ Non-Tech
  • Unreduced:   —  Reduced:


  • Low Hit

IAD j.C(blocked) > land 2B > 5C > 214A/B > Pop orb > 2B > 5B > 5A > 6AA > 2C > 5C >

  • You have to do 2B the faster you can after landing. Because of j.C you'll get pushed back a little.
OR

IAD j.B(blocked) > land 2B > 5BC > 214A/B > Pop orb > 2B > 5B > 5A > 6AA > 2C > 5C >

+ 3C > j.BC > dj.ABC > Air Throw
  • Unreduced:   —  Reduced:

+ 4C > 421A
  • Unreduced:   —  Reduced:
  • Oki/Orb Reset

+ 4C > 623A > Kicking Ass!* >

+ Neutral/Back techpunish
  • Unreduced:   —  Reduced:

+ Forward techpunish
  • Unreduced:   —  Reduced:

+ Non-Tech
  • Unreduced:   —  Reduced:

Note: In this case, it's recommended to use the A version wave (214A) instead of 214B, because even though it is slower, 214A will hit and let you recover faster, so you can dash in and follow up.


Kicking Ass!

In MBAC, Aoko had a godlike corner techpunish (2A > 3C) which would cover any direction of tech. However in MBAA, this doesn't work the same because timing has been changed and thus, this use is not so good now.

Leaving that aside, H-Moon has obtained an even better (Kicking Ass) Unescapable techpunish. Basically when your opponent is in the corner and you land a combo, you can go for this Kicking Ass setup.


*Anything that leads to* > 2C > 5C > 4C > 623A > Kicking Ass!

*For example: 2AA > 5B > 5A > 6AA > 2C > 5C > 4C > 623A


After 623A, move slightly backwards and do 5C. This 5C will cover any direction your opponent tries to tech. This also can't be blocked, because of the Tech recovery time in which they can't block at all. After 5C depending on the direction you can do a follow up for more damage.


Neutral/Back Tech:

  • 5C > 5A > 6AA > 2C > 3C > j.BC > dj.ABC > Air Throw
Can also end it with dj.C > j.214C > land 2C > 421A, for Oki/Orb reset.
  • 5C > 5A > 6AA > 2C > 4C > 623A
Kicking Ass! reset. Must do 4C > 623A immediately after 2C. In some cases (and characters) no matter what, it might whiff.

Forward Tech:

  • 5C > 214A > 214C > 3C > j.CB > dj.BC > Air Throw
You need to do the 214C immedtiately after 214A, or 3C will whiff. On some characters j.CB won't land, for that, just use j.C > dj.BC > AT

Non-Tech:

  • 5C > j.BC > dj.BC > Air Throw
  • 5[C] > 4[C] > 623A
Kicking Ass! reset. Only use this if you're sure they won't try to tech out. Can only do one Repetition of this. Second will hit but they'll air recover after 623A.
  • 5[C] > 4[C] > 623A > 5[C] > 3C > j.BC > dj.BC > Air Throw
Only use if you're sure they won't try to tech out of the Kicking Ass reset.

Finally a Video showing some examples as well as how Kicking Ass! works inside fuzzy guard: http://www.youtube.com/watch?v=5NPNPBcEKzw


Full Moon

Normal Moves

Throws Ground Throw 4 or 6+E


Air Throw In Air 4 or 6+E


Command Normals


3C(Mid)

Her signature uppercut that’s available in all forms, it has clash frames when she starts to raise her fist all the way to its complete extension. It’s still used in her combos and pegging opponents when you expect a jump.


4C(Mid)

Another signature move her axe kick, this move alone is no longer over head, but now it can be used in blockstrings and no longer ground bounces aerial opponents only floor plants. Opponents get up slightly faster if used to floor the opponent for any type of orb setup.


BE4C/4[C](High)


The charged version of her axe kick is over head it’s still special and ex cancelable on hit or block. Note: Strangely jump cancelable on hit

Normals Standing


5A(Mid)

Aoko lifts her leg and juts out her knee, a simple move used to start combos , mash out, or tick throw setups. It comes out in 3 frames active for 1 frame.

5B(Mid)

A forward kick that hits mid it comes out in 4 frames, and is usually used in blockstrings and can be used in meaties seeing as you can simply cancel into slider into blue fire shenanigans. The hitbox is around the entirety of her leg to the thigh of the other.

5C(Mid)

Her universal 5C high kick that’s unusable in her normal BNB, but can be used in Aerial Counter Hit combos. Though don’t let that discourage you some of it’s old tricks can still be used, semi charge 5C into slider and it’s also usable in block strings and aerial 214C ender combos. Also it is air unblockable and It comes out in 7 frames and is active for 1 frame.


BE5C/5[C](Mid)

The charged version of 5C makes its triumphant return, once 5C is fully charged she fires a beam from her foot that stretches infinitely that is blockable in the air. This can be used to snipe unsuspecting foe who are just jumping in the air.


Crouching


2A(Low)

A new 2A that’s a fast low kick and must be blocked low hallelujah! It’s +2 on block so this is a staple in starting pressure, mixups, combos etc.

2B(Mid)

A new mid hitting crouching straight punch, pretty fast but not as fast as 2A, this normal is used in combos, blockstrings, and etc nothing spectacular. +3 on block though and takes away a considerable amount of guard meter.

2C(Low)

Her signature low sweep that’s in all her celestial counterparts, it has a plethora of uses and applications asides from her normal BNB. Though it’s a little on the slow side and it moves her forward slightly, it comes out in 5 frames and is active for 1.


Jumping


JA(Mid)

A new jump A which has been changed from an extended fist to an elbow, this move can be used for combo fillers and aerial lockdown or something. =/

JB(High)

Another new jump B where she kicks forward. Useful as an air to air and also can be used in IAD pressure and for crossups where J.C won’t hit.

JC(High)

A new J.C that has a huge hitbox, this can be used to peg opponents who are running in and IAD pressure. Also this can be used in J.C whiff shenanigans seeing as how the blade will still show up, but whiff. This move can be used to crossup , but it’s slightly harder the with J.B.

Special Moves

236A / B / C - Magic Draw(?) [Arrow]

A(High)

A new faster energy shot that’s used for zoning with fast recovery and very hard to punish. Yes it’s very spammable and ex cancelable. It goes full screen and nets 7.6% of magick circuit and can be instant heated and can be ducked.

BEA(High)

Charged version of 236A, it nets 14.5% of magick circuit and is plus on block with more hits. Though the charge is quite slow, if fully charged and hit the shot will still come out. You can also Instant Heat this shot.

B(High)

A slower energy shot that’s ex cancelable this can be used to change the tempo and firing rate. This move can also be Instant heated if need be.

C(High)

The ex version of her new 236 series where she creates a magick circle and 5 shots come out. You become active again after the 3rd shot so you have more than enough time to advance on the opponent. This move is mostly used to push the opponent into the corner, this technique also requires 100% magick circuit.


623A / B / C - Aoko Moonsault [Somersault] - (can be performed in air)

A(Mid)

A new mid hitting flash kick whose hit box stretches along the entirety of her body which ever side she’s kicking on. It’s the fastest of the three and it only hits once.


B(Mid/Air Unblockable)

This version hits twice and is air unblockable , she also flips slightly higher when she does it and it’s a bit slower.

C(Mid/Air Unblockable)

This version is also air unblockable it’s invincible during the entire startup and it’s active forever seemingly. This version does 5 hits and takes 100% meter to execute.


A (Air)(Mid)

A one hit aerial flash kick that can be used to suddenly hit the opponent if they approach too swiftly.


B (Air)(Mid)

Two hit airblockable flash kick nothing too note worthy here.


C (Air)(Mid)

5 hit airblockable EX version that retains the spectacular properties that it’s ground counterpart wields.


214A / B / C - Floating Starmine [Floating] - (can be performed in air)

A or B(Mid)

Her proximity orbs and the reason I list them together is because they’re exactly the same except which button is used to summon. If the button is held they move across the screen pass the screen limits where they’re useless. You can only have one for each button out at a time. These are a staple to her game in its entirety. They’re used to obstruct and seal of opponent’s options so use them intelligently.


C - Blowdust(?) Starmine (Mid)

Her new 214C “Blue Fiyah!” Aoko creates a magick circle and a plethora of burst happen in its wake. This move is usually used in her corner pressure game, the burst provide perfect coverage in the corner so this is a staple in her mixup potential. It takes 100% of her magick circuit to perform.


A or B (Air)(Mid)

Like their ground counterparts except they can’t be moved , they retain the same functions as the grounded versions.


BEA or B (Air)(Mid)

The charged version of the aerial orbs which stalls her descent to trick her foes. This move can also be TKed in order to set it low and faster instead of the old tactics.


C (Air)(Mid)

Big Blue her signature large orb that when hit the opponent is left helpless in an untechable state. Costs 100% magick circuit to summon. A good way to end her combos for ground orb setups and is a staple in her corner pressure.


421A / B / C - Artillery Starmine [Explosion]

A(Mid)

An old friend with new tricks, altered from her other forms this sets a held orb diagonal a few centimeters from her finger instead of horizontally. Making its uses limited besides corner pressure and zoning tactics.

B(Mid)

Just like 421 A except it’s set diagonally further from her finger.

C(Mid)

This time it’s big blue who comes to play, it’s set at the same distance as 421B and when the opponent is hit with it they’re left untechable. This technique costs 100% magick circuit to perform.


Artillery Starmine then 421A / B / C - "Artillery Rain" [Raining]

A or B version(High)

A new command special that spawns from the 421 series that once input what ever held orb is out disperses and releases a beam that's over head. This is a staple in zoning and in corner pressure and mixups.


C version(Mid)

The EX version of Artillery rain that can only be used from 421C. It's a larger beam that unfortunately isn't over head with multiple hits.


63214A / B / C - Aoko Floor Sweep [Slider]

A(Low)

Her signature move slider now on it’s on with a lot more uses, this move must be blocked low. It comes out surprisingly fast and is a staple in her mixups. This can be used in block strings and setup into corner pressure for blue fiyah seeing as how it’s ex cancelable. This move can also be instant heated and if the opponent is hit they’re put into a knockdown state. With this move you must cancel into an EX technique since you’re negative on block.

B(Low)

A slower slider kick that can also be IHed and must be blocked low.


C(Low ~ Mid)

The EX version of slider that must be blocked low that goes into her wheel kick, unfortunately the wheel kick isn’t overhead it’s mid and you’re minus on block. If you hit the opponent then they’re popped into a techable air state.


22A / B / C - Blazing Starmine [Fire]

A(Mid)

Her signature floor beam that shoots into her air space it still retains all its natural uses; tagging aerial intruders, ending block strings for RPS.


B(Mid)

This beam is a little further out and can be instant heated, unfortunately it’s the one that can be of it’s series. This version is slightly slower then it’s a counter part so use it wisely as you can be mashed out of it.

C(Mid)

The EX version that shoots 5 beams that stretch infinitely off of the screen, use this move if you smell a back tech or for an Anti air of sort if possible. It takes 100% meter to perform this technique.


Arc Drives (Max or Heat) 41236C - Severe Break

(Blood Heat) 41236C - Severe...Break...Slider!

Last Arc (Blood Heat) EX Shield(?) - Reverse Canal Creation Light-year(...?)

Combos and Strategies

(2a x n) 5b,2b,2c,3c,j.b delay j.c, dj jabc, air throw, Full Moon BnB

(2a x n) 5b,2b,2c,3c,j.b,j.c, dj j.c, 236c,land,2c,22a,j.b,j.c, dj j.b,j.c, airthrow 5k damage 2a is optional but less damage

(2a x n) 5b,2b,2c,3c,j.b j.c, dj j.c, qcb c,land 5[c],4c orb oki

236B (Air CH) > Dash 2B > 5C > JBJC> JC> J214C> BE5C(1) > 2C > 22A > JAJC > JBJC > 623B situational combo

421C EX Orb Out > (2A x N )> 2B > 2C > 421C > 5B > J.B > J.C > DJ.B > DJ.C > Air throw

421C EX Orb Out > (2A x N) > 2B > 2C > 421C > 5B > J.B > J.C > DJ8.C > J214C > Orb Oki Set

Win Quotes

Colors

Aoko-colors.png

No. 1 Default

No. 11 C.C. (Code Geass)

No. 13 Rider (Fate/Stay Night)

No. 16 Konata Izumi

No. 19 Super Saiyan

No. 21 Irisviel von Einzbern (Fate/ Zero)

Melty Blood Actress Again Current Code
General FAQChangelistControlsGlossaryLinks
Characters

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
RoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarakiaWhite Len

System Information Getting StartedSystem and MechanicsAdvanced Mechanics